summaryrefslogtreecommitdiff
path: root/include/SFML/Audio/Music.hpp
blob: 76b4254eb5e50c3379aa9984a066713e95b22e27 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2015 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
//    you must not claim that you wrote the original software.
//    If you use this software in a product, an acknowledgment
//    in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
//    and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////

#ifndef SFML_MUSIC_HPP
#define SFML_MUSIC_HPP

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio/Export.hpp>
#include <SFML/Audio/SoundStream.hpp>
#include <SFML/Audio/InputSoundFile.hpp>
#include <SFML/System/Mutex.hpp>
#include <SFML/System/Time.hpp>
#include <string>
#include <vector>


namespace sf
{
class InputStream;

////////////////////////////////////////////////////////////
/// \brief Streamed music played from an audio file
///
////////////////////////////////////////////////////////////
class SFML_AUDIO_API Music : public SoundStream
{
public:

    ////////////////////////////////////////////////////////////
    /// \brief Default constructor
    ///
    ////////////////////////////////////////////////////////////
    Music();

    ////////////////////////////////////////////////////////////
    /// \brief Destructor
    ///
    ////////////////////////////////////////////////////////////
    ~Music();

    ////////////////////////////////////////////////////////////
    /// \brief Open a music from an audio file
    ///
    /// This function doesn't start playing the music (call play()
    /// to do so).
    /// See the documentation of sf::InputSoundFile for the list
    /// of supported formats.
    ///
    /// \warning Since the music is not loaded at once but rather
    /// streamed continuously, the file must remain accessible until
    /// the sf::Music object loads a new music or is destroyed.
    ///
    /// \param filename Path of the music file to open
    ///
    /// \return True if loading succeeded, false if it failed
    ///
    /// \see openFromMemory, openFromStream
    ///
    ////////////////////////////////////////////////////////////
    bool openFromFile(const std::string& filename);

    ////////////////////////////////////////////////////////////
    /// \brief Open a music from an audio file in memory
    ///
    /// This function doesn't start playing the music (call play()
    /// to do so).
    /// See the documentation of sf::InputSoundFile for the list
    /// of supported formats.
    ///
    /// \warning Since the music is not loaded at once but rather streamed
    /// continuously, the \a data buffer must remain accessible until
    /// the sf::Music object loads a new music or is destroyed. That is,
    /// you can't deallocate the buffer right after calling this function.
    ///
    /// \param data        Pointer to the file data in memory
    /// \param sizeInBytes Size of the data to load, in bytes
    ///
    /// \return True if loading succeeded, false if it failed
    ///
    /// \see openFromFile, openFromStream
    ///
    ////////////////////////////////////////////////////////////
    bool openFromMemory(const void* data, std::size_t sizeInBytes);

    ////////////////////////////////////////////////////////////
    /// \brief Open a music from an audio file in a custom stream
    ///
    /// This function doesn't start playing the music (call play()
    /// to do so).
    /// See the documentation of sf::InputSoundFile for the list
    /// of supported formats.
    ///
    /// \warning Since the music is not loaded at once but rather
    /// streamed continuously, the \a stream must remain accessible
    /// until the sf::Music object loads a new music or is destroyed.
    ///
    /// \param stream Source stream to read from
    ///
    /// \return True if loading succeeded, false if it failed
    ///
    /// \see openFromFile, openFromMemory
    ///
    ////////////////////////////////////////////////////////////
    bool openFromStream(InputStream& stream);

    ////////////////////////////////////////////////////////////
    /// \brief Get the total duration of the music
    ///
    /// \return Music duration
    ///
    ////////////////////////////////////////////////////////////
    Time getDuration() const;

protected:

    ////////////////////////////////////////////////////////////
    /// \brief Request a new chunk of audio samples from the stream source
    ///
    /// This function fills the chunk from the next samples
    /// to read from the audio file.
    ///
    /// \param data Chunk of data to fill
    ///
    /// \return True to continue playback, false to stop
    ///
    ////////////////////////////////////////////////////////////
    virtual bool onGetData(Chunk& data);

    ////////////////////////////////////////////////////////////
    /// \brief Change the current playing position in the stream source
    ///
    /// \param timeOffset New playing position, from the beginning of the music
    ///
    ////////////////////////////////////////////////////////////
    virtual void onSeek(Time timeOffset);

private:

    ////////////////////////////////////////////////////////////
    /// \brief Initialize the internal state after loading a new music
    ///
    ////////////////////////////////////////////////////////////
    void initialize();

    ////////////////////////////////////////////////////////////
    // Member data
    ////////////////////////////////////////////////////////////
    InputSoundFile     m_file;     ///< The streamed music file
    Time               m_duration; ///< Music duration
    std::vector<Int16> m_samples;  ///< Temporary buffer of samples
    Mutex              m_mutex;    ///< Mutex protecting the data
};

} // namespace sf


#endif // SFML_MUSIC_HPP


////////////////////////////////////////////////////////////
/// \class sf::Music
/// \ingroup audio
///
/// Musics are sounds that are streamed rather than completely
/// loaded in memory. This is especially useful for compressed
/// musics that usually take hundreds of MB when they are
/// uncompressed: by streaming it instead of loading it entirely,
/// you avoid saturating the memory and have almost no loading delay.
/// This implies that the underlying resource (file, stream or
/// memory buffer) must remain valid for the lifetime of the
/// sf::Music object.
///
/// Apart from that, a sf::Music has almost the same features as
/// the sf::SoundBuffer / sf::Sound pair: you can play/pause/stop
/// it, request its parameters (channels, sample rate), change
/// the way it is played (pitch, volume, 3D position, ...), etc.
///
/// As a sound stream, a music is played in its own thread in order
/// not to block the rest of the program. This means that you can
/// leave the music alone after calling play(), it will manage itself
/// very well.
///
/// Usage example:
/// \code
/// // Declare a new music
/// sf::Music music;
///
/// // Open it from an audio file
/// if (!music.openFromFile("music.ogg"))
/// {
///     // error...
/// }
///
/// // Change some parameters
/// music.setPosition(0, 1, 10); // change its 3D position
/// music.setPitch(2);           // increase the pitch
/// music.setVolume(50);         // reduce the volume
/// music.setLoop(true);         // make it loop
///
/// // Play it
/// music.play();
/// \endcode
///
/// \see sf::Sound, sf::SoundStream
///
////////////////////////////////////////////////////////////